onnxruntime/js/web/lib/onnxjs/backends/webgl/program-manager.ts
Yulong Wang abdc31de40
[js] change default formatter for JavaScript/TypeScript from clang-format to Prettier (#21728)
### Description

See
454996d496
for manual changes (excluded auto-generated formatting changes)

### Why

Because the toolsets for old clang-format is out-of-date. This reduces
the development efficiency.

- The NPM package `clang-format` is already in maintenance mode. not
updated since 2 years ago.
- The VSCode extension for clang-format is not maintained for a while,
and a recent Node.js security update made it not working at all in
Windows.

No one in community seems interested in fixing those.

Choose Prettier as it is the most popular TS/JS formatter.

### How to merge

It's easy to break the build:
- Be careful of any new commits on main not included in this PR.
- Be careful that after this PR is merged, other PRs that already passed
CI can merge.

So, make sure there is no new commits before merging this one, and
invalidate js PRs that already passed CI, force them to merge to latest.
2024-08-14 16:51:22 -07:00

205 lines
7.3 KiB
TypeScript

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
import { env } from 'onnxruntime-common';
import { Logger, Profiler } from '../../instrument';
import { GlslPreprocessor } from './glsl-preprocessor';
import { getVertexShaderSource } from './glsl-source';
import { TextureLayoutStrategy } from './texture-layout-strategy';
import { Artifact, ProgramInfo, ProgramVariable, TextureData, TextureLayout, VariableInfo } from './types';
import { WebGLContext } from './webgl-context';
/**
* ProgramManager is the main class behind running computations
* It builds ProgramInfo's into Artifacts
* It compiles given ProgramInfo's into WebGL Prorams (cached as Artifacts)
* Uses the artifact to run the computation by calling Draw on
* the WebGL drawing buffer
* ProgramManager automatically maps (binds) input variables to their
* corresponding Location's in the binary program
*/
export class ProgramManager {
repo: Map<unknown, Artifact>; // this should be per-session object
vertexShader: WebGLShader;
attributesBound: boolean;
constructor(
public profiler: Readonly<Profiler>,
public glContext: WebGLContext,
public textureLayoutStrategy: TextureLayoutStrategy,
) {
this.repo = new Map();
this.attributesBound = false;
}
getArtifact(key: unknown): Artifact | undefined {
return this.repo.get(key);
}
setArtifact(key: unknown, artifact: Artifact): void {
this.repo.set(key, artifact);
}
run(buildArtifact: Artifact, inputs: TextureData[], output: TextureData): void {
this.profiler.event(
'op',
`ProgramManager.run ${buildArtifact.programInfo.name ?? 'unknown kernel'}`,
() => {
const gl = this.glContext.gl;
const program = buildArtifact.program;
gl.useProgram(program);
try {
this.bindOutput(output);
if (!this.attributesBound) {
this.bindAttributes(buildArtifact.attribLocations);
}
this.bindUniforms(buildArtifact.uniformLocations, buildArtifact.programInfo.variables ?? [], inputs);
} catch (err) {
Logger.error('ProgramManager', buildArtifact.programInfo.shaderSource);
throw err;
}
this.profiler.event('backend', 'GlContext.draw()', () => {
this.glContext.draw();
});
},
this.glContext,
);
}
dispose(): void {
if (this.vertexShader) {
this.glContext.deleteShader(this.vertexShader);
}
this.repo.forEach((a) => this.glContext.deleteProgram(a.program));
}
build(programInfo: ProgramInfo, inputTextureLayouts: TextureLayout[], outputTextureLayout: TextureLayout): Artifact {
return this.profiler.event('backend', 'ProgramManager.build', () => {
const preprocessor = new GlslPreprocessor(this.glContext, programInfo, inputTextureLayouts, outputTextureLayout);
const fragScript = preprocessor.preprocess();
const program = this.compile(fragScript);
const artifact = {
programInfo,
program,
uniformLocations: this.getUniformLocations(
program,
preprocessor.context.programInfo.inputNames,
preprocessor.context.programInfo.variables,
),
attribLocations: this.getAttribLocations(program),
};
return artifact;
});
}
protected compile(fragShaderScript: string): WebGLProgram {
if (!this.vertexShader) {
Logger.verbose('ProrgramManager', 'Compiling and caching Vertex shader for the first time');
const vertexShaderScript = getVertexShaderSource(this.glContext.version);
this.vertexShader = this.glContext.compileShader(vertexShaderScript, this.glContext.gl.VERTEX_SHADER);
}
if (env.debug) {
Logger.verbose(
'ProrgramManager',
`FragShader:
${fragShaderScript}
`,
);
}
const fragShader = this.glContext.compileShader(fragShaderScript, this.glContext.gl.FRAGMENT_SHADER);
const program = this.glContext.createProgram(this.vertexShader, fragShader);
this.glContext.deleteShader(fragShader);
return program;
}
bindOutput(td: TextureData): void {
const width = td.width;
const height = td.height;
Logger.verbose(
'ProrgramManager',
`Binding output texture to Framebuffer: w/h=${width}/${height}, shape=${td.shape}, type=${td.tensor.type}`,
);
this.glContext.attachFramebuffer(td.texture, width, height);
}
bindAttributes(attribLocations: Artifact.AttribLocations): void {
const positionHandle = attribLocations.position;
const textureCoordHandle = attribLocations.textureCoord;
this.glContext.setVertexAttributes(positionHandle, textureCoordHandle);
this.attributesBound = true;
}
bindUniforms(
uniformLocations: Artifact.UniformLocations,
variables: ProgramVariable[],
textures: TextureData[],
): void {
const gl = this.glContext.gl;
let texturePosition = 0;
for (const { name, type, location, arrayLength } of uniformLocations) {
const value = variables.find((v) => v.name === name)?.data;
if (type !== 'sampler2D' && !value) {
throw new Error(`variable '${name}' does not have data defined in program info`);
}
switch (type) {
case 'sampler2D':
this.bindTexture(textures[texturePosition], location, texturePosition);
texturePosition++;
break;
case 'float':
if (arrayLength) {
gl.uniform1fv(location, value as number[]);
} else {
gl.uniform1f(location, value as number);
}
break;
case 'int':
if (arrayLength) {
gl.uniform1iv(location, value as number[]);
} else {
gl.uniform1i(location, value as number);
}
break;
default:
throw new Error(`Uniform not implemented: ${type}`);
}
}
}
bindTexture(td: TextureData, uniformHandle: WebGLUniformLocation, position: number): void {
this.glContext.bindTextureToUniform(td.texture, position, uniformHandle);
}
getAttribLocations(program: WebGLProgram): Artifact.AttribLocations {
return {
position: this.getAttribLocation(program, 'position'),
textureCoord: this.getAttribLocation(program, 'textureCoord'),
};
}
getUniformLocations(
program: WebGLProgram,
samplers?: string[],
variables?: VariableInfo[],
): Artifact.UniformLocations {
const uniformLocations: Artifact.UniformLocations = [];
if (samplers) {
for (const sampler of samplers) {
uniformLocations.push({
name: sampler,
type: 'sampler2D',
location: this.getUniformLocation(program, sampler),
});
}
}
if (variables) {
for (const variable of variables) {
uniformLocations.push({ ...variable, location: this.getUniformLocation(program, variable.name) });
}
}
return uniformLocations;
}
getUniformLocation(program: WebGLProgram, name: string): WebGLUniformLocation {
const gl = this.glContext.gl;
const reference = gl.getUniformLocation(program, name);
if (reference === null) {
throw new Error(`Uniform ${name} not found.`);
}
return reference;
}
getAttribLocation(program: WebGLProgram, name: string): number {
const gl = this.glContext.gl;
const attributeLocation: number = gl.getAttribLocation(program, name);
return attributeLocation;
}
}